Tiny Racing
Demo
Choose one of three formula cars and race on three different tracks, day or night. The demo showcases single player sprint race mode. Purchase the full game for much more action detailed below!
Introduction
A nostalgic top-down racing game with vibrant pixel art. Choose from unique vehicles, conquer contrasting tracks, and master different modes. With intuitive arcade controls, experience high-speed excitement and become the ultimate racing champion in this retro adventure!
Features
- Get behind the wheel of trucks, drift cars and formula cars!
- Quick race, time trials and 12-race tournaments await you
- 18 unique tracks over 3 settings both day and night
- Earn money wining races to purchase cool new vehicles
- Easy to pick-up controls means you dive right in!
- Out-drive computer opponents over 4 difficulty modes
This game is also available on Steam
Purchase
Buy Now£3.49 GBP or more
In order to download this game you must purchase it at or above the minimum price of £3.49 GBP. You will get access to the following files:
tiny-racing-win64.zip 11 MB
Comments
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It looks nice and is fun and the easy mode is really easy, I won the first race.
Nice demo!
Great game. Have you planned a MacOS version? I don't have Windows...
Awesome Game! Thanks
This game looks amazing. You can join our Retro Co-op bundle
https://itch.io/jam/retro-revival-bundle
You could also submit other titles.
Great game! I also liked the Ridge Racer style music!
Could there be a way to disable the built-in-controller support?
Not really. The input is unified at the engine level. Maybe unplug the controller?
Were you able to choose your own input layout, or does the engine require this particular one?
You can define the layout however you like. It works by assigning actions to keys and buttons. Within the game there's currently no way to determine if, say, "up" was pressed via the arrow keys or a controller d-pad. I suppose you could define a distinct set of actions for controllers only but I'm not sure why you would.
If you were to release a version of the game where the controller recognition is disabled, that would be enough to open up enormous controller flexibility, as long as that doesn't disable the keyboard functionality too. For example, in the RPG Maker XP engine, there's a screen where you can disable every item in the Gamepad category, but that won't affect the Keyboard one (I provided an image).
Just purchased this here. Tight controls. Crisp, colorful gfx. Clean and easy on the eyes UI. Excellent work! Well worth the price of admission. Cheers!